precision mediump float;

uniform sampler2D textureUnit0;
uniform sampler2D textureUnit1;
uniform sampler2D textureUnit2;
uniform sampler2D textureUnit3;
uniform sampler2D textureUnit4;
uniform sampler2D textureUnit5;

varying vec2 vVaryingTexCoord;

void main(){
	vec4 blur0=texture2D(textureUnit0,vVaryingTexCoord);
	vec4 blur1=texture2D(textureUnit1,vVaryingTexCoord);
	vec4 blur2=texture2D(textureUnit2,vVaryingTexCoord);
	vec4 blur3=texture2D(textureUnit3,vVaryingTexCoord);
	vec4 blur4=texture2D(textureUnit4,vVaryingTexCoord);
	vec4 blur5=texture2D(textureUnit5,vVaryingTexCoord);
	
	gl_FragColor=(blur0+blur1+blur2+blur3+blur4+blur5)/6.0;
}